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#druid from wandering the Deadfire
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1 + 2 for the deadfire asks for nimka pls ?
WAH THANK YOU :')
What did your Watcher make of the Deadfire Archipelago? Was it their first time there, or had they been there previously?
It was indeed her first time there, but she'd been wanting to go for years! So for context Nimka is an explorer/drifter from the White that Wends, who, prior to Pillars 1, left her clan to go wander around Eora. She spent some time in Old Vailia, then moved across the sea to the Vailian Republics, then to the Dyrwood—her plan was to go to the Ixamitl Plains or the Deadfire Archipelago after she'd gotten tired of the Dyrwood, but for obvious reasons she never got to make that trip and got stuck in the Dyrwood instead (a life development she was very much not happy about). The whole deal with Eothas destroying Caed Nua was extremely traumatising for her, but also kind of a relief?? Since it meant that yay, she got to explore & be on the move again! Even if she's now lacking a soul and has sooo much survivor's guilt and carries the weight of the world on her shoulders but hey, nothing a little fresh air and sunshine can't fix~
As for what she made of it: the Deadfire is very different to everything she's used to, so for the most part she loved it! Nimka's a druid, so getting the chance to see new flora & fauna first-hand was an absolute delight in the midst of what might've been the hardest, bleakest time of her life. The weather she did not quite agree with—too hot and humid for her tastes—but overall she was so relieved to be out of the house that she didn't even complain.
Did they have a favourite location?
Hmm… she thinks the whole archipelago is absolutely gorgeous, but in terms of favourites—maybe Motare o Kōzi? It was a place where her particular skillset truly got to shine and managed to save the day (and it doesn't hurt that also she ultimately got what she'd wanted, lol, but mostly she's glad she managed to end the corruption and help the Rotten Lady/Green Lady), so it's one of those places she looks back on fondly because she can pat herself on the back when she thinks about it.
From a more sentimental standpoint: Bekarna's Observatory, partly because Nimka has always liked looking at the stars and partly because, well. Bekarna's her girlfriend. Of course she'd have a particular attachment to her girlfriend's "house" :3 (even if she isn't there all the time)
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comparofabulae · 3 days
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Current list of characters I want to write here:
Dungeons and Dragons (specifically Midgard, but given the Shadow Roads exist, as does Sigil, finding them in the Forgotten Realms is not unreasonable):
Rez’zari Lissa Thelon the Joyful elf cleric of Lliira and druid of the Circle of the Moon. kind, a bit wary, but generally compassionate, though she prefers to stay in her cat form than as an elf
Aurelia Daggerspine while she will insist she is a gnome, in reality, she is an elf who was raised by them. known as a Living Lie Detector due to her use of Baba Yaga's eye, which is filmed over and perhaps a bit disconcerting to look at...
Cecelia 'Cali' Caligo a shadow fey warlock, typically known as Cali, whose patron is high within one of the Courts of the Shadow Fey and determined to help bring about an endless night to as many worlds as she can.
Lenore 'Nora' Gallowglass an elf dhampir from the Duchy of Morgau in the Blood Kingdom. however, at a relatively young age, she left and has instead taken the wandering Midgard as a courser wizard.
--//--//--
Pathfinder
Kasali Vidra a tiefling Commander of the Fifth Crusade
Maeve Vidra an elf Baroness of the Stolen Lands
--//--//--
Pillars of Eternity
Siofra Stormfury pale elf Watcher; cipher and druid. while born in the White That Wends, she grew up as a member of the Principi sen Patrena in the Deadfire Archipelago
Neria Shadowblade wood elf aristocrat from Old Vailia, a Watcher and chanter, eventually the Lady of Caed Nua
--//--//--
Divinity Original Sin 2
Karria dragon who took the form of an elf mage
Blight undead lizard wizard Godwoken
--//--//--
Elder Scrolls
Valan Bryn a dunmer necromancer vampire. raised in Vvardenfell, but eventually made her way across Tamriel in order to protect her khajit daughter, Mari
--//--//--
Shared
Amara Vidra Pillars of Eternity (Watcher, druid) / Tyranny (war mage) / Pathfinder: Kingmaker (universalist mage) / Elder Scrolls (mage) an elf where applicable
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luxettenebra · 3 years
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It’s the middle of the night, and I feel like writing
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lunarowena · 4 years
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Despite it being a long way off in A Tangle of Brambles, I do know what happens to each of the Brambles after the end of Pillars of Eternity. But I’ve been contemplating what happens to them in a non-Watcher worldstate.
Hazel arrives at Gilded Vale, but with the offer of free land rescinded, she goes to join Heather in Defiance Bay. Probably joins the Dozens as the largest mercenary company around. Never comes in contact with Vela.
Heather never resolves things with Hollis, peaces out again, and doesn’t keep in contact.
Hollis probably still joins Dunryd Row, possibly before the Defiance Bay riots instead of after the end of the game, and has to deal with the immediate fallout from those.
Hyacinth becomes a scrivener at The Hall of Revealed Mysteries, multiclassing into Wizard/Priest instead of the canon Wizard/Chanter (because... reasons).
Honeysuckle sticks around for a few years, but then goes off wandering as cities are not good places for lions. She doesn’t travel with Heather since Heather is gone, and she doesn’t multiclass into Ranger/Druid.
None of them ever go back to the Deadfire.
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masterskywalkers · 5 years
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2. Where is your Watcher’s favourite place in the world? Tell us a little about why it’s so special to them. and also 11. Does your Watcher place more faith in magic or science? In kith or the gods? :3
Oh! Thank you Phil! 💖 I didn’t think I was going to get any questions for her today, so this was a nice surprise :3
I actually went back through her tag to see if I’d answered any of these before, but I don’t think I have? And if I have, I can’t find the answers - so I’ll just answer them now instead :D I’m not even sure if I’ve answered questions for Faeluna from the Watcher ask meme before so ... that was new to discover!
2. Where is your Watcher’s favourite place in the world? Tell us a little about why it’s so special to them.
For the first game (and leading up to Deadfire) it was Caed Nua. 
Although Faeluna never really settled into the responsibility of her title (she’d never get used to people calling her ‘Lady’), she absolutely loved the place itself. Because of the state it was in when she first found it, Faeluna felt a lot of pride towards how they’d brought it back to life with all the work they put into repairing and clearing out her and her companions spent so much of their spare time doing. It was the home she’d been searching for, and Faeluna finally felt happy and content there.
But, once Caed Nua was destroyed, Faeluna found herself wandering again. Only this time, she was a wanderer across the open seas. She eventually found she really enjoyed being the captain of the Defiant, and although she still mourned the loss of the home she’d built up along with all those who had also lived there, Faeluna eventually adjusted enough that she decided to continue sailing even after everything that happened with Eothas. So, her favourite place in the world became onboard her ship, alongside her crew and, more importantly, with Aloth by her side.
11. Does your Watcher place more faith in magic or science? In kith or the Gods?
Magic, absolutely. Faeluna is innately a druid, and later she doubles up as a wizard - she grew an interest in the arts after learning a little from Aloth, and decided to take it up herself. Science tends to go a bit over her head at times, although she respects those that work in the field. 
As for the latter choice -- that’s a bit more complex. 
In the first Pillars game, Faeluna really grows to start believing in certain Gods and even liking a few of them. She builds connections towards Gods like Abydon, Galawain and Hylea. She starts to respect them ... and then she learns the truth of them all.
When it comes to Deadfire, Faeluna feels as if she’s more or less pulled away from them and what they represent to many who still worship and respect them. When she dies and is brought back by Berath, she knows it’s mostly out of desperation and fear on part of the Gods themselves, and wonders if she’s destined to be caught in the web of problems for the rest of her days. Along her journey however, Faeluna discovers what it is Eothas plans, and finds an admiration and respect growing for him ... even though she’s still angry he destroyed her home.
I think at the end of it all, Faeluna places her faith in kith more. She knows what blindly following the Gods can do, and she’s also just a hopeful person. She likes to believe the best in people, and she thinks that kith deserve a chance to not have their fate determined by some construct of a wheel. The future of what Eothas does worries her, mostly because no one knows what the outcome will be, but she hopes for the best.
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americankimchi · 6 years
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Do you have a pillars of eternity oc?? Can we know about them??
i do! i have three, actually, but only one of them is fully fleshed out!
Xanther, a pale elf rogue from the White that Wends, is the only one who i finished a playthrough for! His highest personality traits were Benevolent, Diplomatic, and Clever/Stoic. His backstory is a Dissident, because I don’t think there was an option for like… street rat or anything in Pillars 1. He supports animancy because he’s curious and wants to understand it even though he doesn’t know the first thing about anything that’s remotely magical. He doesn’t believe in any specific god and doesn’t like the fact that his life’s been taken over by their “divine” affairs. At the end of Pillars 1 he went back to Caed Nua and tried to live peacefully with the love of his life. (A custom NPC that I made because romances weren’t available in Pillars 1 and now I’m too deeply invested in their relationship to romance anyone in Pillars 2. And considering the fact that everyone in Caed Nua essentially DIED because of Eothas at the start of Deadfire… yeah Xanther’s fucking pissed. He was this 👌 close to just saying fuck it and continuing another turn of the Wheel but didn’t want to risk that his partner’s soul would be trapped for eternity in Eothas’ adra body so he went back specifically to make sure that all the souls would be freed. YEAH I DIDN’T REALIZE HOW SAD IT WOULD BE TO MAKE HIM A LOVE INTEREST IN PILLARS 1 UNTIL I PLAYED DEADFIRE AND UHHH… SOMETIMES IT JUST BE LIKE THAT I SUPPOSE.)
I deleted my first playthrough so I don’t remember what her name was but I remember that she was an Aedyran noble fighter who had to leave home because of a betrayal she suffered at the hands of a family member who tried to assassinate her in an attempt to take her birthright from her. She doesn’t trust animancy or the study of it because she doesn’t understand why anyone would want to mess with the natural course of things, but admits that sometimes you have to fight fire with fire. She’s a devout worshipper of Magran. (Or… she was. Her faith was greatly tested at the end of Pillars 1. She still believes but she believes in the ideas that birthed Magran, not Magran herself anymore.) Her highest traits were Passionate, Benevolent, and Diplomatic. Her name started with an “A” though, that much I remember. She and Eder enjoyed a big brother/little sister dynamic that I really loved.
My last and most recent Watcher is a moon aumaua godlike. Don’t have a name for him yet. Or a class actually. I think he’s going to be a Druid? Not sure yet. (I admit he was made in reaction to Tekehu because I wanted to make a moon godlike who never experienced all the luxuries Teheku did and had a very different experience with the ‘novelty’ of his appearance.) His backstory is that he’s an escaped slave from the Vailian Republics who wandered into the Dyrwood in an attempt to fade into obscurity. Hard, for him, since he looks the way he does. He despises authority, actively hates anyone who works for the Vailians (Pallegina… would NOT get along well with him. I actually think that he’s just not going to recruit her in Deadfire when I get to playing him.) and wants nothing more than to live comfortably. He loves pretty things, and will go out of his way to get as many luxuries in his life as possible. He… wants to believe in the gods. He prays mostly to Hylea, but has a deep fondness for Ondra and the seas as well by nature of his existence. He considers them both to be the saviors who helped him escape and survive his trials. However he’s also skeptical about how much his gods love him in turn, and struggles to come to terms with his position as a Watcher, the knowledge he’s gained since defeating Woedica’s plot, and his faith in the now-revealed false gods. He has a neutral stance on animancy because he just sees it as another field of study. His highest traits are Passionate, Aggressive, Clever, and he’s Benevolent so long as you’re not highborn.
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zahra-hydris · 7 years
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finally finished esmy’s ‘canon’ run
so: endings!
no orlan baby
went with hylea’s plan for the souls (return them to the babs), not because she particularly felt like hylea had the best idea (or that she wanted to do anything for a ‘god’; honestly, she fucking loved iovara’s reveal), but because she just wanted to put things back. there’s a part of her that knows that those souls are forever changed, but damn it, fuck these gods and their meddling. it’s something that felt like a ‘fix’ for their shit, regardless of the detail. it sticks with her long afterwards, but it’s intuitively what she went for.
eder is the mayor of dyrford, since he took up esmy’s ‘fuck the gods; let’s just be Good People’ mantra.
aloth is dismantling the leaden key for similar reasons, but also because he shares her zeal for transparency.
pallegina is banished from the republics; joins the kind wayfarers.
hiravias is a wandering druid, telling ‘yo mumma’ jokes across the lands and seemingly damn happy about it.
kana returned to rauatau, spoke up in favour of a more ‘collaborative approach’ and became an ‘affable eccentric’.
durance is dedicated to revenge against magran; still alive. (look, I will talk shit about durance all fucking day - HE’S THE WORST I HATE HIM SO MUCH - but goddamn, I love that moment where you can finally crack his delusions about magran and you both finally see the truth. it’s just a Good Quest, yo.)
sagani is... miserable? she went back to massuk, but felt lifeless and eventually disappeared? (i’m so upset about this one! what did I do wrong, sagani?)
the grieving mother is a midwife in dyrford (headcanon: continues to perplex eder about why esmy dragged this poor delicate creature around with them during their journey).
the crucible knights thrive, turn their backs on their disasterous attempt to get into animancy, and become respected amongst the people again.
animancy as a whole, however, rebounds since esmy proved it wasn’t to blame during the hearings (the one thing she ever argued with aloth about...). brackenbury sanitarium is reopened. heritage hill is again overrun by zombies; is left abandoned (shit.).
gilded vale is wild, but free from raedric.
and finally, esmy ultimately destroyed thaos’ soul. she felt like it was just something that was never going to free of its burden and, consequently, was always going to be a burden on the world (it was thaos’ proclamations of all the atrocities he’d committed that did it, tbh). but she never tells anyone that she did it. she pretends it went back to the wheel, and forever feels guilty for it.
anyway, there we are! that’s what will eventually go through to my deadfire save!
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The conclusion of Neus’ story! In which I’m starting to think it’s impossible to put a character through an Obsidian game and have them come out happier for it.
Okay, straight up: why is it that every time I decide to create a religious character for the sake of exploring what it’s like to live in a fantasy world with tangible magical and divine influences, the story smugly pulls a “the gods aren’t real” twist on me. I’m not trying to relive my own passage to atheism, damn you all!
I did like that this twist was more nuanced than some of the others - that it wasn’t just overly skilled magicians on a power trip pulling strings from behind their Great Wizard of Oz curtain, yet again. The gods of Eora were designed to be what their creators believed gods should be, and their powers are present and undeniable. The issue is therefore not whether there are beings capable of bestowing blessings and curses and miracles, but what it truly means to be divine; that part of the faith granted to gods is the faith there is some great, grand purpose to the trials of life and the demands they make of their followers, which is immediately undermined by the truth of them being entities constructed by kith. The whole question of “what does it mean to live in a world without assurance?” struck me deep. I might not have been looking to re-walk my personal journey, but at least they correctly identified one of the hardest things about it.
It flopped a little in the sense that...there was remarkably little fallout? The gods aren’t real and nobody fucking cares, I guess? Hiravias is still all about Wael and somehow this actually made Eder feel better about what happened with Eothas. I’m sure the sequel will explore things further, though, and there’s arguably an implication that your Watcher’s “long journey” they commence on at the end involves them wandering around to spread the word that the gods are technically real but maybe don’t blindly trust they know best just by token of being gods because, well, they’re more our children than the other way around.
The good news is that, having already been horribly burned by DA:I, I deliberately crafted Neus’ faith with a measure of...robustness, so to speak. Eothas went dark well before she fell in with the priesthood, after all, so the bulk of her faith has always been in the message she believes he represents and not reliant on direct communion with the big sun kahuna himself. It’s a shock to the system and she doesn’t take it with so easy a shrug and a grin as Hiravias, but it doesn’t crunch her beliefs into dust then and there. Which is good. Because the boss-fight against Thaos would have been really hard if the healer was shit outta magic thanks to an ill-timed crisis of faith. (She probably wasn’t at the top of her game, though.)
Act III was still a hellishly hard slog for Neus, mostly because of her soul ancestor crawling steadily out from the dark nethers of the hindbrain to become so present that by endgame they were just about duel-wielding the body. And Neus’ soul ancestor...was not a good person. Kohva, as I’m becoming inclined to call her (because if you’re going to steal one word for snow, might as well stick with the theme), basically ended up shaping herself as a deceitful coward: was in no small part drawn to Thaos’ cause through the promise of forgiveness of all past and future wrongs and the comforting protection of Divine Approval, and walked a very thin line between respect and fear of Thaos himself. She lied when he asked whether she knew the Creitum heretic, mostly out of fear he’d judge her for the association but also as a feeble, reflexive shying away from where that association might lead; tragically this probably makes this the bravest thing she’s ever done. When Thaos confronted her again on the subject, however, she crumbled, and ended up giving her baby sister over to the Inquisition’s less than tender mercies - but not before realising Iovara’s “heresies” may have actually been truths.
No gods, no redemption. A mentor who had lied to her, and who made no bones about the fact he’d just as quickly tie her to the pyre if she strayed from his path. I don’t think she lived all that much longer after Iovara’s passing, utterly despairing of a way forward and terrified of torture, and she died knowing there’d been no reason for any of what she’d done.
So! Being the sort-of-reincarnation of Kohva ix Ensios is not the most delightful of past-times. During the earlier months of the awakening Neus only had to put up with a fearful, cringing presence that ebbed and waned depending on the stimulus, but as the memories kept unravelling a real person began to take shape and it was no one Neus wanted to know. Kohva didn’t tend to yank control of the body away for long speeches, at least, but she was a flighty impulse at the best of times, and a frustratingly unreliable backseat driver at worst. Kohva didn’t remember exactly what she’d done - and she didn’t particularly want to. It was like dragging a squalling anchor around inside her head.
The powerful urge to reach back through time and throttle her own soul did not prevent Neus from making progress in Twin Elms, however - namely, running errands for the gods in order to gain enough favour to breach spooky hell island and pin Thaos down to throttle him instead. 
Neus was sympathetic to Pallegina’s raging at Hylea, but didn’t really have similar issues when speaking with Berath. Partly due to being quite satisfied with the mother and father she was born to, and partly due to Berath’s general nature - they’re not exactly known to be the chatty sort - she’d never looked on the god of cycles as any kind of a parental figure. She had plenty of mixed feelings about being a death godlike, yes, but not that many quibbles about Berath’s part in it. As it was, she actually ended up striking her bargain with her benefactor, as returning the stolen souls of the Hollowborn to the reincarnation cycle seemed the safest, stablest way of handling the crisis.
(She did find Wael’s offer to just loose the souls to find their own paths tempting, down in Court...but a promise is a promise, and Neus traded too heavily on her honesty to renege at the last moment on a cranky whim. Going by the ending slides, it’s a damn good thing she stuck with it. These guys are rather spiteful when jilted, yow.)
The reunion with Iovara’s soul in the Court was about as emotional as you’d expect. Just as with Maerwald, Neus’ mind was coming apart under the strain of Kohva’s awakening and hallucinated memories, and in many ways it was neither individual who lead the conversation but a confused blending of both: Kohva’s anguish and Neus’ forthright honesty finally leading to closure between the sister souls.
The blending carried through to the final confrontation with Thaos, both personas reaching rare agreement in wanting him to maybe just fuck right off already - and once defeated, Neus held his soul in her palm for a long moment, trying to decide what to do with him. She knew, rather well, how being forced to live with your mistakes was a keen punishment...but there was too much spite in that action for it to be comfortable, and as doggedly and relentlessly as he had pursued his goals she just wasn’t sure it was safe to loose him back into the cycle. She tore the soul apart: quickly and mercifully, as he had never taught Kohva how.
And then she gave Skaen and Woedica an emphatic middle finger, whipped the souls back into the reincarnation vortex, and promptly keeled over for an extremely overdue nap.
And lo, all was well in Dyrwood! Kohva didn’t disappear entirely, but she quietened down so as to be little more than the occasional flicker like a distant echo of emotion, easily disregarded if desired. Most of the companions did alright for themselves, though Pallegina got banished for trying to do the right thing boo, and Durance apparently burned himself alive because I neglected to do his sidequest, RIP that guy. Sagani would become a respected elder, Kana went a-sailing, Eder would hook up with the Eothasian underground, and Hiravias happily romped around as the Autumn Druid. Aloth began dismantling the Leaden Key. Grieving Mother went back to midwifery.
And Neus sat down on a rock to ponder on what to do with all she’d learned. The entities they called gods were real and powerful and capable of inspiring people to great things: she had no issue with that. They needed to be understood for what they were, though. It went against all she believed it to let the world keep turning on a lie.
But hey, she mused, watching her spider spin a web between her hands. Plenty of time to get to it. Surely the world had had enough crises for one cycle.
[cue Deadfire]
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barbosaasouza · 6 years
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Multiclass Names and Combinations in Pillars of Eternity 2: Deadfire
While Obsidian Entertainment's newest RPG release Pillars of Eternity 2: Deadfire has a lot of different options that players can use to customize their own heroes, none are quite as flexible as the game's numerous multiclass options. These are classes that players can use to exert the greatest influence over the game and its many battles, assuming the player is able to wrap their head around some of the drawbacks and many possible combinations of spells and attributes. Read on to learn more about the different multiclass hero classes and their overall strengths, weaknesses, and overt uses in Pillars of Eternity 2: Deadfire.
A Note On Multiclass Heroes and Companions
Players making their way through the Pillars of Eternity 2: Deadfire character creation process will eventually be given a choice to create a single-class or multiclass hero. The game makes it very clear that single-class heroes are the preferred option for inexperienced players; this is because multiclass heroes, for all of their extended utility and greater range of defensive and offensive maneuvers, will be unable to reach the higher-tier abilities of each individual class.
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Of course, this isn't to say that players should avoid taking on new multiclass companions and sidekicks — it's just that it's probably easier to manage a team of heroes where each hero has one specific purpose, rather than to be dazzled by an array of skills and abilities that don't necessarily fit into a specific mold.
Still, multiclass heroes can be used to provide a specific balance between a gamer's specific style of play and the skills and abilities of other companions. To learn more about each different multiclass option in Pillars of Eternity 2: Deadfire, check out the various class listing names and descriptions featured below.
Barbarian Multiclass Names
Barbarians are powerful warriors capable of inflicting loads of area-of-effect damage on the battlefield. Their multiclass options take advantage of the Barbarian's distinct lack of defense healing, and in some cases provided added flexibility to players dumping points into the Athletics attribute.
Barbarian + Chanter = Howler Barbarian + Cipher = Witch Barbarian + Druid = Tempest Barbarian + Fighter = Brute Barbarian + Monk = Ravager Barbarian + Paladin = Fanatic Barbarian + Priest = Shaman Barbarian + Ranger = Savage Barbarian + Rogue = Marauder Barbarian + Wizard = Warlock
Chanter Multiclass Names
Chanters in Pillars of Eternity 2 are able to provide distinct passive buffs and debuffs in battle, reinforcing the abilities of other heroes at the expense of direct utility. Their multiclass options make up for the lack of overt offense by providing the chance to take up the abilities of other damage-focused classes like Barbarians and Fighters, or by picking up spells through the Druid or Wizard multiclass options.
Chanter + Barbarian = Howler Chanter + Cipher = Spiritualist Chanter + Druid = Theurge Chanter + Fighter = War Caller Chanter + Monk = Cantor Chanter + Paladin = Herald Chanter + Priest = Celebrant Chanter + Ranger = Wildrhymer Chanter + Rogue = Harbinger Chanter + Wizard = Loremaster
Cipher Multiclass Names
Ciphers are already sort of a mixed bag of offensive and defensive capabilities, being able to cast spells by building up power through offensive attacks. Their high general utility is only compounded by their multiclass options, which allow players to pick and choose elements from among their favorite play styles.
Cipher + Barbarian = Witch Cipher + Chanter = Spiritualist Cipher + Druid = Oracle Cipher + Fighter = Psyblade Cipher + Monk = Transcendent Cipher + Paladin = Inquisitor Cipher + Priest = Mystic Cipher + Ranger = Seer Cipher + Rogue = Mindstalker Cipher + Wizard = Hierophant
Druid Multiclass Names
The Druid is one of Deadfire's primary spellcasters, and as might be expected, their skills in magic generally make for a hero with underwhelming strength and defense statistics otherwise. This means that Druids are ideally suited to multiclass options, being able to balance out their general weaknesses with classes that can boost attributes other than Intelligence. Likewise, players can double down on their Intelligence-focused efforts by combining the Druid and Wizard into the powerful Sorceror.
Druid + Barbarian = Tempest Druid + Chanter = Theurge Druid + Cipher = Oracle Druid + Fighter = Warden Druid + Monk = Ascetic Druid + Paladin = Liberator Druid + Priest = Universalist Druid + Ranger = Beastmaster Druid + Rogue = Pathfinder Druid + Wizard = Sorceror
Fighter Multiclass Names
Fighters are all about dealing damage and taking damage, and their offense-first outlook is ideally-suited for players who like to get up close and personal with enemies. This quality also makes them great choices for beginner multiclass players, as the hero can either double down on the offensive approach or blend together with other classes to create an all-rounder that should be well-suited to most battle scenarios.
Fighter + Barbarian = Brute Fighter + Chanter = War Caller Fighter + Cipher = Psyblade Fighter + Druid = Warden Fighter + Monk = Brawler Fighter + Paladin = Crusader Fighter + Priest = Cleric Fighter + Ranger = Hunter Fighter + Rogue = Swashbuckler Fighter + Wizard = Battlemage
Monk Multiclass Names
Monks are excellent offensive choices in Pillars 2, offering players the chance to play as a fighter that gets stronger with each Wound received. Their balance of offensive abilities and spells makes them yet-another ideal choice for players looking to break into the multiclass scene, balancing their focuses on damage output and spells with the potential for increased attack power or passive party buffs.
Monk + Barbarian = Ravager Monk + Chanter = Cantor Monk + Cipher = Transcendent Monk + Druid = Ascetic Monk + Fighter = Brawler Monk + Paladin = Votary Monk + Priest = Contemplative Monk + Ranger = Wanderer Monk + Rogue = Shadowdancer Monk + Wizard = Sage
Paladin Multiclass Names
The Paladin class primarily focuses on the ability to rally the party, making them great for group battles but relatively weak for solo fights. As might be expected, their multiclass options can round out either of these two attributes, providing a greater overall damage output or buff potential for the party, or by increasing their value as an individual fighter.
Paladin + Barbarian = Fanatic Paladin + Chanter = Herald Paladin + Cipher = Inquisitor Paladin + Druid = Liberator Paladin + Fighter = Crusader Paladin + Monk = Votary Paladin + Priest = Templar Paladin + Ranger = Itinerant Paladin + Rogue = Zealot Paladin + Wizard = Thaumaturge
Priest Multiclass Names
The Priest is another of Pillars of Eternity 2: Deadfire's classes that's able to boost the power of allies or reduce the power of enemies. They're more than capable as spellcasters, but their individual power in battle is relatively low, making them a great starter choice for players looking to break into multiclass heroes.
Priest + Barbarian = Shaman Priest + Chanter = Celebrant Priest + Cipher = Mystic Priest + Druid = Universalist Priest + Fighter = Cleric Priest + Monk = Contemplative Priest + Paladin = Templar Priest + Ranger = Itinerant Priest + Rogue = Zealot Priest + Wizard = Thaumaturge
Ranger Multiclass Names
Rangers are a great choice for Deadfire players due to their overall strength and flexibility in battle, with both ranged attacks and companions allowing the Ranger to stay far away from the fray. Combining the talents of the Ranger with another class is a great way for players to make a multiclass hero who can absolutely dominate the battlefield without having to get too close to danger.
Ranger + Barbarian = Savage Ranger + Chanter = Wildrhymer Ranger + Cipher = Seer Ranger + Druid = Beastmaster Ranger + Fighter = Hunter Ranger + Monk = Wanderer Ranger + Paladin = Shepherd Ranger + Priest = Itinerant Ranger + Rogue = Scout Ranger + Wizard = Geomancer
Rogue Multiclass Names
Rogues may like to do it from behind, but the Rogue class in Deadfire creates a nice platform for multiclass heroes who like to take advantage of both speed and stealth, two focuses that are almost absent in other single-class heroes. As such, players can take Rogue multiclass heroes in essentially any direction they so choose.
Rogue + Barbarian = Marauder Rogue + Chanter = Harbinger Rogue + Cipher = Mindstalker Rogue + Druid = Pathfinder Rogue + Fighter = Swashbuckler Rogue + Monk = Shadowdancer Rogue + Paladin = Holy Slayer Rogue + Priest = Zealot Rogue + Ranger = Scout Rogue + Wizard = Spellblade
Wizard Multiclass Names
Aside from the Druid, the Wizard is Pillars of Eternity 2: Deadfire's class option for players who like to cast offensive and defensive spells. They may offer much in strict strength or defense, but the Wizard can make huge plays in battle, and the Wizard's many multiclass options allow the player to create a powerful warrior with almost limitless potential.
Wizard + Barbarian = Warlock Wizard + Chanter = Loremaster Wizard + Cipher = Hierophant Wizard + Druid = Sorceror Wizard + Fighter = Battlemage Wizard + Monk = Sage Wizard + Paladin = Arkane Knight Wizard + Priest = Thaumaturge Wizard + Ranger = Geomancer Wizard + Rogue = Spellblade
Understanding the core components of Obsidian Entertainment's latest RPG involves more than just single-class or multiclass heroes, so be sure to check out our Pillars of Eternity 2: Deadfire walkthrough and guide to learn more about other basics like skills, attributes, races, origins, achievements, and more.
Multiclass Names and Combinations in Pillars of Eternity 2: Deadfire published first on https://superworldrom.tumblr.com/
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Multiclass Names and Combinations in Pillars of Eternity 2: Deadfire
While Obsidian Entertainment's newest RPG release Pillars of Eternity 2: Deadfire has a lot of different options that players can use to customize their own heroes, none are quite as flexible as the game's numerous multiclass options. These are classes that players can use to exert the greatest influence over the game and its many battles, assuming the player is able to wrap their head around some of the drawbacks and many possible combinations of spells and attributes. Read on to learn more about the different multiclass hero classes and their overall strengths, weaknesses, and overt uses in Pillars of Eternity 2: Deadfire.
A Note On Multiclass Heroes and Companions
Players making their way through the Pillars of Eternity 2: Deadfire character creation process will eventually be given a choice to create a single-class or multiclass hero. The game makes it very clear that single-class heroes are the preferred option for inexperienced players; this is because multiclass heroes, for all of their extended utility and greater range of defensive and offensive maneuvers, will be unable to reach the higher-tier abilities of each individual class.
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Of course, this isn't to say that players should avoid taking on new multiclass companions and sidekicks — it's just that it's probably easier to manage a team of heroes where each hero has one specific purpose, rather than to be dazzled by an array of skills and abilities that don't necessarily fit into a specific mold.
Still, multiclass heroes can be used to provide a specific balance between a gamer's specific style of play and the skills and abilities of other companions. To learn more about each different multiclass option in Pillars of Eternity 2: Deadfire, check out the various class listing names and descriptions featured below.
Barbarian Multiclass Names
Barbarians are powerful warriors capable of inflicting loads of area-of-effect damage on the battlefield. Their multiclass options take advantage of the Barbarian's distinct lack of defense healing, and in some cases provided added flexibility to players dumping points into the Athletics attribute.
Barbarian + Chanter = Howler Barbarian + Cipher = Witch Barbarian + Druid = Tempest Barbarian + Fighter = Brute Barbarian + Monk = Ravager Barbarian + Paladin = Fanatic Barbarian + Priest = Shaman Barbarian + Ranger = Savage Barbarian + Rogue = Marauder Barbarian + Wizard = Warlock
Chanter Multiclass Names
Chanters in Pillars of Eternity 2 are able to provide distinct passive buffs and debuffs in battle, reinforcing the abilities of other heroes at the expense of direct utility. Their multiclass options make up for the lack of overt offense by providing the chance to take up the abilities of other damage-focused classes like Barbarians and Fighters, or by picking up spells through the Druid or Wizard multiclass options.
Chanter + Barbarian = Howler Chanter + Cipher = Spiritualist Chanter + Druid = Theurge Chanter + Fighter = War Caller Chanter + Monk = Cantor Chanter + Paladin = Herald Chanter + Priest = Celebrant Chanter + Ranger = Wildrhymer Chanter + Rogue = Harbinger Chanter + Wizard = Loremaster
Cipher Multiclass Names
Ciphers are already sort of a mixed bag of offensive and defensive capabilities, being able to cast spells by building up power through offensive attacks. Their high general utility is only compounded by their multiclass options, which allow players to pick and choose elements from among their favorite play styles.
Cipher + Barbarian = Witch Cipher + Chanter = Spiritualist Cipher + Druid = Oracle Cipher + Fighter = Psyblade Cipher + Monk = Transcendent Cipher + Paladin = Inquisitor Cipher + Priest = Mystic Cipher + Ranger = Seer Cipher + Rogue = Mindstalker Cipher + Wizard = Hierophant
Druid Multiclass Names
The Druid is one of Deadfire's primary spellcasters, and as might be expected, their skills in magic generally make for a hero with underwhelming strength and defense statistics otherwise. This means that Druids are ideally suited to multiclass options, being able to balance out their general weaknesses with classes that can boost attributes other than Intelligence. Likewise, players can double down on their Intelligence-focused efforts by combining the Druid and Wizard into the powerful Sorceror.
Druid + Barbarian = Tempest Druid + Chanter = Theurge Druid + Cipher = Oracle Druid + Fighter = Warden Druid + Monk = Ascetic Druid + Paladin = Liberator Druid + Priest = Universalist Druid + Ranger = Beastmaster Druid + Rogue = Pathfinder Druid + Wizard = Sorceror
Fighter Multiclass Names
Fighters are all about dealing damage and taking damage, and their offense-first outlook is ideally-suited for players who like to get up close and personal with enemies. This quality also makes them great choices for beginner multiclass players, as the hero can either double down on the offensive approach or blend together with other classes to create an all-rounder that should be well-suited to most battle scenarios.
Fighter + Barbarian = Brute Fighter + Chanter = War Caller Fighter + Cipher = Psyblade Fighter + Druid = Warden Fighter + Monk = Brawler Fighter + Paladin = Crusader Fighter + Priest = Cleric Fighter + Ranger = Hunter Fighter + Rogue = Swashbuckler Fighter + Wizard = Battlemage
Monk Multiclass Names
Monks are excellent offensive choices in Pillars 2, offering players the chance to play as a fighter that gets stronger with each Wound received. Their balance of offensive abilities and spells makes them yet-another ideal choice for players looking to break into the multiclass scene, balancing their focuses on damage output and spells with the potential for increased attack power or passive party buffs.
Monk + Barbarian = Ravager Monk + Chanter = Cantor Monk + Cipher = Transcendent Monk + Druid = Ascetic Monk + Fighter = Brawler Monk + Paladin = Votary Monk + Priest = Contemplative Monk + Ranger = Wanderer Monk + Rogue = Shadowdancer Monk + Wizard = Sage
Paladin Multiclass Names
The Paladin class primarily focuses on the ability to rally the party, making them great for group battles but relatively weak for solo fights. As might be expected, their multiclass options can round out either of these two attributes, providing a greater overall damage output or buff potential for the party, or by increasing their value as an individual fighter.
Paladin + Barbarian = Fanatic Paladin + Chanter = Herald Paladin + Cipher = Inquisitor Paladin + Druid = Liberator Paladin + Fighter = Crusader Paladin + Monk = Votary Paladin + Priest = Templar Paladin + Ranger = Itinerant Paladin + Rogue = Zealot Paladin + Wizard = Thaumaturge
Priest Multiclass Names
The Priest is another of Pillars of Eternity 2: Deadfire's classes that's able to boost the power of allies or reduce the power of enemies. They're more than capable as spellcasters, but their individual power in battle is relatively low, making them a great starter choice for players looking to break into multiclass heroes.
Priest + Barbarian = Shaman Priest + Chanter = Celebrant Priest + Cipher = Mystic Priest + Druid = Universalist Priest + Fighter = Cleric Priest + Monk = Contemplative Priest + Paladin = Templar Priest + Ranger = Itinerant Priest + Rogue = Zealot Priest + Wizard = Thaumaturge
Ranger Multiclass Names
Rangers are a great choice for Deadfire players due to their overall strength and flexibility in battle, with both ranged attacks and companions allowing the Ranger to stay far away from the fray. Combining the talents of the Ranger with another class is a great way for players to make a multiclass hero who can absolutely dominate the battlefield without having to get too close to danger.
Ranger + Barbarian = Savage Ranger + Chanter = Wildrhymer Ranger + Cipher = Seer Ranger + Druid = Beastmaster Ranger + Fighter = Hunter Ranger + Monk = Wanderer Ranger + Paladin = Shepherd Ranger + Priest = Itinerant Ranger + Rogue = Scout Ranger + Wizard = Geomancer
Rogue Multiclass Names
Rogues may like to do it from behind, but the Rogue class in Deadfire creates a nice platform for multiclass heroes who like to take advantage of both speed and stealth, two focuses that are almost absent in other single-class heroes. As such, players can take Rogue multiclass heroes in essentially any direction they so choose.
Rogue + Barbarian = Marauder Rogue + Chanter = Harbinger Rogue + Cipher = Mindstalker Rogue + Druid = Pathfinder Rogue + Fighter = Swashbuckler Rogue + Monk = Shadowdancer Rogue + Paladin = Holy Slayer Rogue + Priest = Zealot Rogue + Ranger = Scout Rogue + Wizard = Spellblade
Wizard Multiclass Names
Aside from the Druid, the Wizard is Pillars of Eternity 2: Deadfire's class option for players who like to cast offensive and defensive spells. They may offer much in strict strength or defense, but the Wizard can make huge plays in battle, and the Wizard's many multiclass options allow the player to create a powerful warrior with almost limitless potential.
Wizard + Barbarian = Warlock Wizard + Chanter = Loremaster Wizard + Cipher = Hierophant Wizard + Druid = Sorceror Wizard + Fighter = Battlemage Wizard + Monk = Sage Wizard + Paladin = Arkane Knight Wizard + Priest = Thaumaturge Wizard + Ranger = Geomancer Wizard + Rogue = Spellblade
Understanding the core components of Obsidian Entertainment's latest RPG involves more than just single-class or multiclass heroes, so be sure to check out our Pillars of Eternity 2: Deadfire walkthrough and guide to learn more about other basics like skills, attributes, races, origins, achievements, and more.
Multiclass Names and Combinations in Pillars of Eternity 2: Deadfire published first on https://superworldrom.tumblr.com/
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